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The Impact of Financial Inclusion, Fintech Adoption, and Frugal Living on the Financial Behavior of GenBI Students Rifda Finastri; Susanti
Journal of Educational Management Research Vol. 5 No. 4 (2026)
Publisher : Al-Qalam Institue

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61987/jemr.v5i4.2594

Abstract

This study aims to examine the influence of financial inclusion, financial technology (fintech) usage, and frugal living on the financial behavior of GenBI students, particularly in shaping saving behavior. A quantitative causal research design was applied using the Partial Least Squares Structural Equation Modeling (PLS-SEM) approach. The sample consisted of 242 respondents selected through probability sampling, and data were collected using structured questionnaires with a five-point Likert scale. The results show that financial inclusion, fintech usage, and frugal living each have a positive and significant effect on financial behavior. In addition, all variables collectively have a significant influence on students’ saving behavior. Among the three predictors, financial inclusion emerges as the most dominant factor, followed by fintech usage and frugal living. These findings confirm that financial behavior is shaped by a combination of access to financial services, digital financial literacy, and lifestyle discipline rather than a single determinant. The implications of this study suggest that strengthening financial education, expanding digital financial literacy, and encouraging responsible consumption behavior are essential to improving students’ financial management.
Developing RekonX-AR: An Interactive Augmented Reality Learning Media for Bank Reconciliation in Vocational Accounting Education Aulia Zein Nur Arifah; Susanti
Journal of Educational Management Research Vol. 5 No. 4 (2026)
Publisher : Al-Qalam Institue

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61987/jemr.v5i4.2619

Abstract

This study aims to develop and evaluate the feasibility of RekonX-AR, an interactive learning media integrating Smart Apps Creator 3 and Assemblr Edu to facilitate students’ understanding of bank reconciliation. The development was motivated by the limited use of technology-integrated learning media and the complexity of bank reconciliation concepts, which require more interactive and contextual visualization to enhance conceptual understanding. This study employed a Research and Development (R&D) approach using the ADDIE model, consisting of Analysis, Design, Development, Implementation, and Evaluation. The resulting product is an application-based learning medium integrated with Augmented Reality (AR), featuring learning materials, instructional videos, AR-based simulations, case studies, formative quizzes, and reflection activities. The findings indicate that RekonX-AR achieved a high level of feasibility, with material expert validation reaching 92% and media expert validation 98%, both categorized as Very Feasible. A limited trial involving Grade XI accounting students also demonstrated a positive response of 91%, classified as Very Good, indicating that the product is practical and well accepted by users. These findings imply that RekonX-AR can serve as an innovative technology-enhanced learning medium to support interactive learning, strengthen conceptual understanding, and improve students' learning engagement in accounting education.
Pengembangan Media Pembelajaran Praktikum Akuntansi Perusahaan Dagang Berbasis Simulation Accounting (SIMACC) pada Peserta Didik Kelas XI SMK Negeri di Surabaya Eka Izzatil Hikmah; Susanti
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 7 No. 3 (2026): August (Inpres)
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v7i3.2706

Abstract

The digital-era transformation of education encourages the use of technology to enhance student competence. However, practical accounting instruction for trading companies in several state vocational high schools (SMK) in Surabaya still faces challenges. These include suboptimal use of instructional media, manual processing of accounting cycles, and students' limited understanding of transaction analysis and financial statement preparation. Consequently, this study aims to develop an instructional tool—specifically, a trading company accounting practice application named Simulation Accounting (SIMACC). The study employs the ADDIE development model, comprising the stages of Analysis, Design, Development, Implementation, and Evaluation. Trial subjects included 15 students for the small-group trial and 29 students for the large-scale trial, drawn from Grade XI accounting classes at state vocational high schools in Surabaya. Data collection instruments consisted of expert validation questionnaires and student response surveys. The results showed expert validation scores of 93% for content and 94.5% for media, along with an 88% positive response from students; these figures indicate that the developed media falls into the "highly feasible" category for use in the learning process. These findings suggest that SIMACC supports more effective, interactive, and efficient practical accounting instruction while reinforcing the implementation of technology-based learning to improve the quality of accounting education in vocational high schools.
Pengembangan Media Pembelajaran Berbasis Software Construct 3 dengan Pendekatan Deep Learning pada Elemen Perpajakan Materi PPN dan PPnBM SMK Negeri di Surabaya Rara Andini Nusantara; Susanti
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 7 No. 3 (2026): August (Inpres)
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v7i3.2758

Abstract

The implementation of the deep learning approach in Indonesia's national curriculum requires vocational schools to design instructional media that support mindful, meaningful, and joyful learning experiences, particularly for taxation-related subjects that students often find difficult to grasp. This research was conducted to develop a Construct 3-based learning media for the Taxation subject for Grade XI students of the Accounting and Financial Institution Program at State Vocational High Schools in Surabaya. The study was motivated by the findings of a preliminary investigation, which showed that classroom instruction was predominantly conducted through lecture methods and supported by conventional learning media, such as PowerPoint slides, textbooks, and student worksheets. Consequently, students tended to exhibit low learning engagement and experienced difficulties in understanding the subject matter. The questionnaire results further revealed that 72.3% of the respondents encountered challenges in comprehending Value Added Tax (VAT) and Luxury Goods Sales Tax (LGST) topics. This study employed a Research and Development (R&D) approach using the ADDIE model, consisting of Analysis, Design, Development, Implementation, and Evaluation stages. The resulting product is an interactive learning application equipped with several main features, namely Learning Outcomes and Learning Objectives Flow (CP-ATP), learning materials, Tax Insight, a tax calculator, practice exercises, and a developer progile. The results of the material expert validation indicated a feasibility percentage of 93%, categorized as highly feasible, while the media expert validation achieved a perfect score of 100%, also classified as highly feasible. A limited field trial was carried out involving 20 Grade XI Accounting students from four State Vocational High Schools in Surabaya. The students' responses to the developed learning media yielded a percentage of 98%, reflecting a strong level of agreement regarding its use in the learning process. These findings demonstrate that the Construct 3-based learning media incorporating a deep learning approach is highly feasible and effective in supporting technology-enhanced learning in the Society 5.0 era.
Pengembangan Permainan Educaplay sebagai Media Pengayaan pada Mata Pelajaran PPh Pasal 21 Perpajakan Kelas XI Akuntansi SMK Negeri di Surabaya Amanda Putri Nadila; Susanti
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 7 No. 3 (2026): August (Inpres)
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v7i3.2846

Abstract

The implementation of enrichment programs for students who have met learning proficiency standards still faces challenges, particularly the lack of variety in the teaching materials used. A preliminary study at State Vocational High Schools 1, 4, 6, and 10 in Surabaya showed that enrichment activities for the subject “Income Tax Article 21” still rely on practice exercises via Google Forms or student workbooks, making them less engaging and leading to student burnout. A total of 63% of students stated that the tax material was quite difficult to understand, while 93% of students hoped for more engaging and enjoyable innovations in enrichment media. Based on this phenomenon, this study aims to develop the Educaplay game as an enrichment medium for Income Tax Article 21 material, specifically the calculation of the Average Effective Rate (AER), as well as to determine the level of feasibility and student response to this medium. The study employed a Research and Development (R&D) approach using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation), involving subject matter experts, media experts, and 20 11th-grade Accounting students from four public vocational high schools in Surabaya. The instruments used included a review questionnaire, a Likert scale validation sheet, and a Guttman scale student response questionnaire, all analyzed using quantitative descriptive methods. The results showed that the development of the educational media was carried out systematically through all stages of the ADDIE model, with a feasibility rating of 95.83% from subject matter experts and 98.47% from media experts (classified as “Highly Feasible”), as well as a student response rate of 97.86% (classified as “Very Good”). These findings imply that the Educaplay game is suitable as an interactive enrichment medium to enhance student motivation and engagement in tax education.